Our  Project Results
You can find out about our public outputs below and access copies of reports

Guide for developing the social seducement game and its environment

Report on the targets' needs analysis

July 2015

September 2015​​

The guidelines present factors that can:

  • influence how pedagogically effective and usable a game-based learning application might be;

  • support active learning and keep players immersed;

  • provide safe and playful environments in which failure is an accepted part of the game dynamic;

  • provide a safe place for players to have fun, relax and learn
See here a link to a short survey we have compiled to analyse practices in the field of 'Serious Games.'
This report presents an analysis of the training needs of unemployed adults who either want to set up or are in the process of setting up their own collaborative social enterprise. 

It offers the ‘situational’ context and background for the game, providing both the rationale for supporting social entrepreneurship and insight to support of key components of the game. It addresses three broad themes (‘reports’):
existing EU practices regarding access to (self) entrepreneurship options for disadvantaged people, the results of the consortium field-work – survey and focus groups on training needs of people with disadvantages in setting up social economy enterprises, the collection and organisation in portfolios of the required competences for the game facilitators and for the game players.

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Guide on the Social Seducement online role play model

SocialPlaNet online Social Seducement Role Play Game

Autumn 2016

Spring 2016

Social PlaNet is a web-based simulation game which puts players in the role of would-be social entrepreneurs. The game is played in a fictional town, by a group of 3-6 players who take on different roles (task leader, follower, as well as a range of business roles). They have  access to a facilitator who supports the group through the game. Together, players develop an idea for a social enterprise, and work
through a series of tasks and missions. Real-life stories stimulate thinking about common business challenges; quizzes need to be solved and missions accomplished. Players accumulate points which they can spend to furnish their in-game office. At the end of the game, players receive a completed business model canvas which they can choose to develop into a full business plan.

This guide is curently in produciton and will present the Social Seducement RPG training & learning method. It will include: (a) a set of learning goals connected to different disciplines; (b) a set of possible activities to simulate the business start up; and (c) a set of practical principles for implementation. The guide will be composed of: the pedagogical model; the facilitation guide; and the role and rules gamebook.
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Go to Game and resources ​​ section to access the game in English, Spanish, Italian and French

Training pathway for the Social Seducement ORPG facilitators

Validation Report

Spring / summer 2017

August 2017

The Intellectual Output 5 “Training Pathway for the Social Seducement Facilitators” has been structured to provide a practical guideline for the game facilitation. It needs to be read in connection with the IO2/A3 the Competence Portfolio of the facilitators and the IO3, the Guide on the Social Seducement learning model.
This document, thus, presents the approach to be implemented in order to support the setting up of a social collective enterprise and as a second step, a detailed guideline exploring the process proposed by the SocialPlaNet online game. As Annexes there are two set of documents:
those directly linked to the facilitators’ training and experience (The facilitators’ competence portfolio; the Guide on the SocialPlaNet game learning model);
those linked to the gamers’ experience and requirements (the stories, the quizzes and the reference material).

This validation report provides a summary of all validation results, giving recommendations for fixing errors, and improving the quality of the Social Seducement RPG model. The formative evaluation examines the Social Seducement partnership and model in detail, analysing which aspects of the game were most effective. The summative evaluation provides an in-depth analysis of the results of the project, at the level of the player, facilitator and external environment. Using a Theory of Change based approach, the summative evaluation assesses the outcomes and impacts of the project from a social and educational perspective.

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European Network of the Social Seducement RPG facilitators

Social SeducementRPG Model  Scale-up Handbook



We will engage and train 40 facilitators to become Social Seducement game masters and will network them in a self-organising community of practitioners. Read more about the network

This scale-up handbook offers a simple, systematic guide to using the SocialPlanet serious online game developed by the Social Seducement project (Erasmus+ project 2014-1-UK01-KA200-001830) as part of a comprehensive set of research, development and engagement activities between 2014-2017.  It is designed to speak to all those who are interested in supporting the development of entrepreneurial skills and planning capacities and those helping excluded people to set up a collective social enterprise.  The handbook offers the knowledge and experience gained from implementing the Social Seducement project so that it can inform the partnerships’, facilitators’ and wider scaling efforts.  
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Dissemination toolkit

Awareness Raising Campaign



This document provides the dissemination strategy and tools for the Social Seducement project. Dissemination is strongly linked with the engagement of stakeholders (IO10) in the project activities, in view of the project sustainability and game exploitation.The document:
  • outlines the main features of the Social Seducement project action and
  • frames the dissemination activities to maximise the project impact.
  • explains our approach to dissemination and our dissemination planning.
  • outlines the target groups of the project and how we plan to address
  • them with our communication and dissemination action.
  • presents our dissemination and communication strategy, outlining our
  • key messages and presenting the project identity.
  • provides a concrete set of tools and actions to implement
  • dissemination and communication activities in synergy with IO10
  • awareness raising activities.
  • provides the monitoring tools to assess dissemination effectiveness.
TIntellectual Output 10 aimed to implement the project awareness-raising campaign. The objectives of the campaign can be summarized as follows:
  • to get in direct touch with stakeholders in order to disseminate information on the online role play game, the (future) network of facilitators and other outputs/outcome of the Social Seducement project,
  • to encourage the use of the online role play game beyond test organizations, attracting the interest of potential facilitators and encouraging the involvement of the latter in the network of facilitators;
  • to collect feedback on the game and further project outputs/outcomes.

This result document includes both the awareness raising toolkit and reports on results of the campaign.
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